Search found 123 matches
- Wed Aug 31, 2016 8:08 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 56853
Re: [MOD 0.12.26] Laser Beam Turret
Any 0.14 plans?
- Wed Aug 31, 2016 7:54 pm
- Forum: General discussion
- Topic: Low game performance?
- Replies: 13
- Views: 9002
Re: Low game performance?
If you post a screenshot of the F4 window someone might be able to help you.
- Tue Aug 30, 2016 7:14 pm
- Forum: General discussion
- Topic: Come and Guess #2: Stable Version of 0.13
- Replies: 78
- Views: 38924
Re: Come and Guess #2: Stable Version of 0.13
Oh thank god for this necro. This thread is great.
- Mon Aug 29, 2016 6:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.1] "Save Game" button available if dropped from server
- Replies: 5
- Views: 2985
Re: [0.14.1] "Save Game" button available if dropped from server
I had a crash a few days ago that might be related to this.
I was playing with the "Other" settings and an autosave ticked on. The server crashed but the clients saw that they were dropped.
No log because it was a few days ago.
I was playing with the "Other" settings and an autosave ticked on. The server crashed but the clients saw that they were dropped.
No log because it was a few days ago.
- Sun Aug 28, 2016 9:04 pm
- Forum: General discussion
- Topic: Wasnt fast enough to catch up with the server
- Replies: 5
- Views: 2659
Re: Wasnt fast enough to catch up with the server
Hey @Kolan.
Is this message displayed when the client can't keep up with the server's tick rate (well after the async download/catch-up phase) or does the client timeout while in the catch-up phase of the async download process?
Is this message displayed when the client can't keep up with the server's tick rate (well after the async download/catch-up phase) or does the client timeout while in the catch-up phase of the async download process?
- Thu Aug 25, 2016 5:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.15] Production Module Resource Duplication
- Replies: 4
- Views: 1946
[0.13.15] Production Module Resource Duplication
Haven't tested on latest versions but didn't see anything about it in the patch notes. As per https://forums.factorio.com/viewtopic.php?f=8&t=25615&start=10#p163441 , using production modules in a furnace to build both copper and iron can result in free resources. Example from link: 4 iron o...
- Thu Aug 25, 2016 5:37 am
- Forum: General discussion
- Topic: Map generation - Only one map - Seed defines pos
- Replies: 56
- Views: 24233
Re: Map generation - Only one map - Seed defines pos
Is it possible to map this "Only one map", 2^32, if I keep on going in one direction, what kind of computer hardware would best support such a quest the longest? Something with a lot of RAM and a fast CPU to generate map. Seems like a nice first mod to make. It would be useful for looking...
- Thu Aug 25, 2016 12:35 am
- Forum: General discussion
- Topic: Password required for headless server download?
- Replies: 1
- Views: 1214
Re: Password required for headless server download?
Have you tried embedding creds in the curl string?
I doubt it would work because the devs would have to code for it but something like the below is common.
curl http://username:password@normal.dwnload.url.com
I doubt it would work because the devs would have to code for it but something like the below is common.
curl http://username:password@normal.dwnload.url.com
- Sun Aug 14, 2016 5:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Honza] Achievements Window Progress Bars Incorrect
- Replies: 3
- Views: 2822
Re: Achievements Window Progress Bars Incorrect
So a little bit more on this that I've found in my games. The achievements panel shows the maximum output that has been reached and the tracking (pinned) panels show the current output. I'm not sure if this is really a bug but it could be communicated more clearly with a "Current:" being a...
- Tue Aug 09, 2016 6:44 pm
- Forum: Not a bug
- Topic: [0.13.15] Personal roboport robots extremely slow
- Replies: 5
- Views: 3149
Re: [0.13.15] Personal roboport robots extremely slow
Robots are dispatched at a maximum of 3 per tick in a cyclic loop over all ghosts. If you don't have enough robots it slows to a max of 1 per tick. So I know it's not a bug but is there a way that I can increase these numbers? There's that awesome "threads" slider in the options and these...
- Sat Jul 30, 2016 12:20 am
- Forum: News
- Topic: Friday Facts #149 - Deep down in multiplayer
- Replies: 38
- Views: 21610
Re: Friday Facts #149 - Deep down in multiplayer
Probably the most interesting Friday Fact yet.
I especially like the flow charts.
Question: What will happen if the newly-connected client can't finish the "catch-up" phase;
Tick rate decrease or disconnect or something else (maybe even undecided)?
I especially like the flow charts.
Question: What will happen if the newly-connected client can't finish the "catch-up" phase;
Tick rate decrease or disconnect or something else (maybe even undecided)?
- Sun Jul 17, 2016 4:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.5 LAN game crashes with more than 10 mods
- Replies: 12
- Views: 5158
Re: [0.13.5 LAN game crashes with more than 10 mods
The devs could probably fix this by sending Mod ID's and version numbers instead of full mod names. They could then binary compress the data part of the packet (maybe with some pre-shared AVL tree embedded into each game version) to amplify the savings. There would still be a limit but it might be m...
- Tue Jul 12, 2016 11:01 pm
- Forum: Technical Help
- Topic: Weird line tghat goes through my screen
- Replies: 7
- Views: 3551
Re: Weird line tghat goes through my screen
The Windows 10 line bug looks like http://resolume.com/forum/download/file.php?id=2445&mode=view Here is a post where it's a bit better documented https://forums.geforce.com/default/topic/903422/geforce-mobile-gpus/diagonal-screen-tearing-issues-on-gtx-860m-870m-960m-965m-970m-980m-/ . For some ...
- Tue Jul 12, 2016 4:03 am
- Forum: Not a bug
- Topic: [0.13.6] Automation 2 takes more packs than it displays
- Replies: 3
- Views: 1087
Re: [0.13.6] Automation 2 takes more packs than it displays
While it's not a bug, I see very little reason to not require 80 instances over 7.5s instead of 40x2 instances over 15s.
It's fairly confusing.
It's fairly confusing.
- Tue Jul 12, 2016 3:54 am
- Forum: Resolved Problems and Bugs
- Topic: Very high upload rate when connecting/connected to server
- Replies: 17
- Views: 5467
Re: Very high upload rate when connecting/connected to server
Test your packet loss to the server. I have a friend that occasionally has 1~5% packet loss and Factorio doesn't handle it well at all. 0% is flawless but game is completely unplayable at 1%. Just do like a "ping ip.add.re.ss -n 1000" and wait about 17mins (assuming the server responds to ...
- Tue Jul 12, 2016 3:41 am
- Forum: Technical Help
- Topic: Weird line tghat goes through my screen
- Replies: 7
- Views: 3551
Re: Weird line tghat goes through my screen
There's something like this that's a known Windows 10 bug. Does it appear like a triangle forms for a frame or two going from the top-left to the center of your screen? If yes, the Windows 10 bug is related to using V-Sync (in a completely normal way). It's been around since preview 14342 and it's s...
- Sun Jul 10, 2016 7:23 am
- Forum: Won't fix.
- Topic: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)
- Replies: 17
- Views: 6712
Re: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)
Thanks daniel34 for the link. That paragraph is actually why I posted this bug report initially (so that the devs would be aware of it's existence while they fixed bugs in the surrounding code during the multiplayer-backend overhaul). The devs at least acknowledged this bug and I have confidence tha...
- Fri Jul 08, 2016 11:36 pm
- Forum: Won't fix.
- Topic: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)
- Replies: 17
- Views: 6712
Re: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)
To get back to the original issue, the person with all the packet loss, how are they connecting to the Internet? If it is through any sort of wireless connection, try a wired one. It's wired on a gigabit connection to the modem. It's just a really bad modem that can only handle about a thousand pac...
- Thu Jul 07, 2016 11:36 pm
- Forum: Implemented Suggestions
- Topic: Research progress visualization ☸
- Replies: 17
- Views: 23843
Re: Research progress visualization ☸
Could be a mod cause the value exists: https://wiki.factorio.com/index.php?title=Lua/Force#research_progress I'm pretty sure this value is the progress of the current research item (like the progress of Automation 1). I could watch that value to make sure that research doesn't stop increasing (in a...
- Thu Jul 07, 2016 7:51 pm
- Forum: Won't fix.
- Topic: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)
- Replies: 17
- Views: 6712
Re: [0.13.3] Unreasonable bandwidth expectations (Packet Loss)
http://gafferongames.com/networked-phys ... -lockstep/ http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ This is beautiful. The devs should definitely use the solution at the bottom of this page if they wish to still use UDP. It would be a lot more info to send in Factorio becaus...